using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using System.IO;
using System.Xml;
using System.Xml.Serialization;

namespace igflow
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;

        public static int screenWidth = 100;
        public static int screenHeight = 100;
        public static bool showWindowsCursor = false;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            
            // Set the screen size
            igXmlLoadSave.ReadXMLFile("settings.xml");

            graphics.PreferredBackBufferWidth = screenWidth;
            graphics.PreferredBackBufferHeight = screenHeight;
            graphics.ApplyChanges();
            Window.AllowUserResizing = true;
            this.IsMouseVisible = showWindowsCursor;

            // Set the window title
            this.Window.Title = "igflow 0.0";


            // Create an event handler for the window changing size
            this.Window.ClientSizeChanged += new EventHandler(Window_ClientSizeChanged);

            World.Init(graphics, Content);

            base.Initialize();
        }


        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            World.Update();

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            base.Draw(gameTime);
        }

        /// <summary>
        /// Handle event where the window size is changed by the user
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        void Window_ClientSizeChanged(object sender, EventArgs e)
        {
            // Update screen width and screen height values
            screenWidth = graphics.GraphicsDevice.PresentationParameters.BackBufferWidth;
            screenHeight = graphics.GraphicsDevice.PresentationParameters.BackBufferHeight;
        }
    }
}
